Hoarluk Doomshaper, Rage of Dhunia

Hoarluk Doomshaper has remained focused on the fundamental connection between all trolls. He has merged his mind with the most violent and powerful of these creatures and thereby tapped into reserves no shaman has ever known. Not only has he unlocked unimagined regenerative powers, he has gained insight into the primal nature that binds warbeast to warlock and can employ this lore against his enemies.

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.

Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.

Attuned Spirit [Dire Troll] - Once per activation, this model can cast the animus of a Dire Troll warbeast in its battlegroup without spending fury.

Field Marshal [Overtake] - Warbeasts/warjacks in this model's battlegroup gain Overtake. (Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)

Choose a friendly Faction warbeast in the caster's control range, then target an enemy model within 8" of that warbeast and make a magic attack against that target. The POW of the attack is equal to the base STR of the chosen warbeast. The chosen warbeast is the point of origin.

Hoarluk Doomshaper, Rage of Dhunia(henceforth referred to as Doomie2) is a warbeast focused Warlock who can manage a decent sized battlegroup. His feat gives his beast an impressive threat range, allowing them to attack from vectors that would normally be unavailable. Additionally, he has a few good beast support spells. Wild Aggression does quite a bit to fix any low MAT beasts in his battlegroup, while Hex Blast can be used offensively or defensively to remove troublesome upkeeps (remember, the upkeeps are dropped on hit, not damage!)

With the ability to get alpha strikes with your warbeasts via his feat (providing free charges), a free cast of Rage via attuned spirit, and the ability to attrition the way only trollbloods with psycho-surgery and a krielstone can, Doomshaper's "Hit hard and fast into a ground-and-pound brawl" should be obvious.

His army is always on edge because he's old and cranky. He's pretty clearly a warbeast warlock - but due to his low fury and lack of fury management wants heavies. Which is just as well as he has a bond with them - and his field marshal affects them (and doesn't work on gargantuans).

Mulg the Ancient - The big guy has an affinity with Doomshaper, loves Overtake, and is generally pretty good.

Dire Troll Mauler - With a great Chain Attack, the Mauler gains more than possibly any other beast from Wild Aggression. It also comes with a superb animus that works really well with the free cast - indeed it's the first choice for bonded warbeasts thanks to that Primal.

Dire Troll Bomber - it's easier to fury manage a bomber than a melee beast, and it gives you ranged firepower coming in

Rök - Overtake and Berserk? And bringing Primal with him? I'm sure there were some infantry around here somewhere... Or for that matter heavies given how hard his axe hits.

Troll Axer - Gets to Thresher with Wild Aggression, which can be terrifying. It also comes with an excellent animus and loves to Overtake.

Troll Bouncer - A solid warbeast, and startlingly hard to kill for its cost. A long reach melee weapon means that it too loves to Overtake. And having a Shield Guard for Doomshaper is nothing to sneeze at, either.

Ice Troll - reach and MAT 6 for overtaking and ranged weapons for before you move in - and a decent cost.

Doomshaper does things for his battle group and likes a large battle group. Power of Dhunia is therefore the obvious pick (and makes the first two obvious picks after that a Dire Troll Mauler and Mulg)

The minion battlegroup members you can include in a Trollblood army depends entirely on what type of model is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what minions it can control.

... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.

If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.

Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).

They can't upkeep each other's spells.

They can only dominate one SteamRoller scenario element at a time.

Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.

Primal Shock is not affected by range reducing effects (such as Mage Static). For "Priming" the range is CTRL, which cannot be reduced. For "Shocking", choosing a target within 8" is not a range (in the normal sense).

The "Shock" can gain any benefits that apply vs the target. For example if your warlock is affected by Beast Lore (+d6 damage vs warbeasts) and you "Shock" an enemy warbeast, you'll get that +d6.

The "Shock" uses base STR, not current STR. Thus STR buffs (such as Rage) will not affect the "Shock".

You can "Shock" a friendly model and it will cause no damage to it. (Infernal Ruling)